Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Skeleton |
Class | Marauder |
Level / Exp | 12 / 5% |
Size | medium |
Lifes / Deaths | Killed by Gykira the large brown snake at level 11 on the 23rd Dusk 122nd year of Ascendancy at 02:57 0 / 5Killed by Yvuragawen the skeleton mage at level 11 on the 23rd Dusk 122nd year of Ascendancy at 11:18 Killed by Emureta the king cobra at level 12 on the 24th Dusk 122nd year of Ascendancy at 08:24 Killed by Emureta the king cobra at level 12 on the 24th Dusk 122nd year of Ascendancy at 09:20 Killed by Emureta the king cobra at level 12 on the 24th Dusk 122nd year of Ascendancy at 09:52 |
Primary Stats
Strength | 35 (base 14) |
Dexterity | 46 (base 19) |
Constitution | 25 (base 24) |
Magic | 11 (base 10) |
Willpower | 19 (base 16) |
Cunning | 29 (base 19) |
Resources
Life | -111/368 |
Stamina | 156/156 |
Healing Factor | 1.1245178243369 |
Regeneration | 8.1527542264426 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Mainhand
Damage | 46 |
Accuracy | 33 |
Crit Chance | 18% |
APR | 21 |
Speed | 1.00 |
Offense: Offhand
Damage | 37 |
Accuracy | 33 |
Crit Chance | 18% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Blight | +7% |
Nature | +14% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Light | +5% |
Arcane | +10% |
Cold | +15% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 8 |
Physical Save | 23 |
Spell Save | 21 |
Mental Save | 27 |
Defense: Resistances
Blight | + 10%( 70%) |
Arcane | + 9%( 70%) |
Mind | + 7%( 70%) |
All | + 4%( 70%) |
Darkness | + 19%( 70%) |
Light | + 15%( 70%) |
Temporal | + 20%( 70%) |
Physical | + 7%( 70%) |
Fire | + 10%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 10% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 444 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Strength stat. |
Class Talents
Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the temporal explorer from death by Islara the giant crystal rat. Escort: temporal explorer (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the worried loremaster from death by war hound. Escort: worried loremaster (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Belidara the pair of rough leather boots (15 def, 1 armour) Belidara the pair of rough leather boots (15 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +15 (+7 eff.) Changes stats: +6 Lck / +4 Dex Changes resistances: +2% physical Stealth bonus: +6 Mental save: +6 (+3 eff.) Silence immunity: +10% Only die when reaching: -60.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
Quiver | Ureragund the Glacierquencher (17/17, 125% power, 2 apr) Ureragund the Glacierquencher (17/17, 125% power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 126% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 17 When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 20% chance to reduce all saves and defense by 16 * 8% chance to reduce strength, dexterity, and constitution by 12 * 6% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +5 blight / +12 cold / +5 temporal Damage (radius 1) on hit: +16 mind Shots are used with slings to pummel your foes to death. |
Light source | Karagar KaragarPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Damage when hit (Melee): 11 fire Changes stats: +2 Str / +1 Con Changes resistances: +3% mind / +6% fire Life regen: +4.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Glona the iron helm (0 def, 5 armour) Glona the iron helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +5 Fatigue: +5% Changes resistances: +11% light / +10% darkness / +5% arcane Maximum life: +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Blazetreason the iron gauntlets (0 def, 1 armour) Blazetreason the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce armor by 22% Damage (Melee): 6 blight Changes resistances: +6% blight Changes resistances penetration: +5% light / +15% mind Changes damage: +4% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring 'Snowhacker' copper ring 'Snowhacker'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% nature Changes resistances penetration: +5% cold Changes damage: +11% nature Mental save: +12 (+6 eff.) Equilibrium when hit: +0.08 Rings make your fingers look great! |
Around neck | copper amulet of cunning (+3) copper amulet of cunning (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Cun Amulets make your neck look great! |
In main hand | Gloomnail the iron dagger (97% power, 5 apr) Gloomnail the iron dagger (97% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 97% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances penetration: +5% darkness / +10% cold Changes damage: +3% darkness / +6% cold Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, short and deadly. |
Around waist | Manyrak ManyrakInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +15 (+5 eff.) Changes stats: +3 Dex Changes resistances: +1% physical Physical save: +5 (+3 eff.) Stamina each turn: +1.00 Mindpower: +3 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
In off hand | Zanigund the Flareserpent (101% power, 5 apr) Zanigund the Flareserpent (101% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +4 fire Damage (radius 1) on hit: +6 fire When wielded/worn: Changes resistances penetration: +10% arcane Changes damage: +3% blight Mana when firing critical spell: +2.00 Spellpower: +10 (+5 eff.) Sharp, short and deadly. |
Cloak | Woerigor (6 def, 0 armour) Woerigor (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 14% Changes stats: +2 Cun / +2 Dex Changes resistances: +6% darkness Disarm immunity: +10% Teleport immunity: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Wretchtrail (3 def, 2 armour) Wretchtrail (3 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes stats: +1 Mag Changes resistances: +3% nature / +17% temporal Changes damage: +3% nature Critical mult.: +15.00% A suit of armour made of leather. |
Inventory
Prismatic Rune (6 turns; acid, physical, arcane, fire) Prismatic Rune (6 turns; acid, physical, arcane, fire)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 3 arcane, 4 fire It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Yarybers the iron dagger (101% power, 5 apr) Yarybers the iron dagger (101% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +6 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% cold / +1% physical Disarm immunity: +21% Sharp, short and deadly. |
iron dagger (98% power, 5 apr) iron dagger (98% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (101% power, 5 apr) iron dagger (101% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger of massacre (110% power, 5 apr) iron dagger of massacre (110% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 110% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
steel dagger of erosion (107% power, 6 apr) steel dagger of erosion (107% power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +6 nature Sharp, short and deadly. |
steel dagger of paradox (107% power, 6 apr) steel dagger of paradox (107% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +5 temporal When wielded/worn: Changes resistances: +5% temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron greatsword of crippling (110% power, 1 apr)iron greatsword of crippling (110% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 110% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. elm longbowelm longbow Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Longbows are used to shoot arrows at your foes. |
River's Fury (125% power, 8 apr) River's Fury (125% power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 126% Range: 1.4x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+5 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.28 cold damage and 5.92 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
This item will automatically be transmogrified when you leave the level. Elyssra (105% power, 2 apr)Elyssra (105% power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 When wielded/worn: Defense: +15 (+7 eff.) Changes resistances: +6% blight Changes damage: +3% blight Stamina each turn: +2.00 One-handed war axes. |
Sleetrot the rough leather belt Sleetrot the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +15 (+7 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +3% cold Damage against: +16% Summoned Reduced damage from: +16% Summoned Reduces incoming crit damage: 5.00% Spell save: +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Nerayatta' rough leather belt 'Nerayatta'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Dex Reduces incoming crit damage: 15.00% Maximum life: +35.00 Infravision radius: +3 A belt that goes around your waist. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
This item will automatically be transmogrified when you leave the level. Mardostir the linen cloak (1 def, 0 armour)Mardostir the linen cloak (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +1 Mag / +2 Wil / +1 Cun / +4 Con Changes resistances penetration: +5% temporal Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots 'Veliba' (0 def, 7 armour) pair of iron boots 'Veliba' (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: -3% Damage when hit (Melee): 2 arcane Changes resistances: +3% nature Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Equilibrium when hit: +0.04 Maximum life: +20.00 Damage Shield penetration: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +11.00 A pair of boots made of leather. |
brawler's iron gauntlets (0 def, 1 armour) brawler's iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +2 Dex / +2 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
grounding rough leather cap of strength (+3) (0 def, 1 armour) grounding rough leather cap of strength (+3) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +5% lightning / +5% temporal A cap made of leather. |
This item will automatically be transmogrified when you leave the level. iron helm (0 def, 3 armour)iron helm (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. linen wizard hat 'Singequill' (1 def, 0 armour)linen wizard hat 'Singequill' (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +1 (+1 eff.) Changes resistances: +16% light Changes damage: +11% light / +6% fire Mana when firing critical spell: +2.00 Maximum mana: +20.00 Spellpower: +25 (+13 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. rough leather cap of dexterity (+2) (0 def, 1 armour)rough leather cap of dexterity (+2) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex A cap made of leather. |
rough leather armour 'Brenesakath' (3 def, 2 armour) rough leather armour 'Brenesakath' (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes stats: +2 Mag / +1 Wil Changes resistances: +16% fire Critical mult.: +10.00% Mana each turn: +0.04 A suit of armour made of leather. |
rough leather armour of temporal resistance (3 def, 2 armour) rough leather armour of temporal resistance (3 def, 2 armour)Requires: - Strength 10 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Changes resistances: +15% temporal A suit of armour made of leather. |
quiver of elm arrows 'Emyrialaith' (14/14, 110% power, 5 apr) quiver of elm arrows 'Emyrialaith' (14/14, 110% power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 110% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 14 Damage (Ranged): +8 nature / +8 mind Damage (radius 1) on hit: +8 mind / +8 acid Damage (radius 2) on crit: +4 mind / +4 acid Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
64 alchemist agate 64 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cyravea the brass lantern Cyravea the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +3% cold / +6% mind Pinning immunity: +10% Maximum life: +44.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
overpowered elm totem of stinging [power 164] (19 cooldown) overpowered elm totem of stinging [power 164] (19 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 187 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 19 turns. Natural totems are made by powerful wilders to store nature power. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Skele kill the Skeleton Marauder level 10
14th Dusk 122nd year of Ascendancy at 21:45 see stats
By Skele kill the Skeleton Marauder level 10
8th Mirth 122nd year of Ascendancy at 05:48 see stats
By Skele kill the Skeleton Marauder level 10
8th Mirth 122nd year of Ascendancy at 05:50 see stats
By Skele kill the Skeleton Marauder level 5
2nd Mirth 122nd year of Ascendancy at 11:13 see stats
Log
Melee retaliation hits Emureta the king cobra for (8 flat reduction), 0 fire, (6 flat reduction), 0 temporal (0 total damage).
Skele kill is recovering from the damage!
Melee retaliation hits Emureta the king cobra for (8 flat reduction), 0 fire, (6 flat reduction), 0 temporal (0 total damage).
Emureta the king cobra hits Skele kill for 42 physical damage.
Skele kill hits Emureta the king cobra for (8 flat reduction), 44 physical, (5 flat reduction), 0 blight, (8 flat reduction), 35 physical, (3 flat reduction), 0 fire, (5 flat reduction), 0 blight, (5 flat reduction), 0 fire (79 total damage).
Emureta the king cobra receives 15 healing from Unnatural Body.
Emureta the king cobra throws a finishing uppercut.
Skele kill resists the stun!
Melee retaliation hits Emureta the king cobra for (8 flat reduction), 0 fire, (6 flat reduction), 0 temporal (0 total damage).
Emureta the king cobra hits Skele kill for (15 parried), 65 physical (65 total damage).
Skele kill hits Emureta the king cobra for (8 flat reduction), 34 physical, (5 flat reduction), 0 blight, (8 flat reduction), 31 physical, (3 flat reduction), 0 fire, (5 flat reduction), 0 blight, (5 flat reduction), 0 fire (65 total damage).
Emureta the king cobra uses Rampage.
Emureta the king cobra begins rampaging!
Emureta the king cobra throws two quick punches.
Melee retaliation hits Emureta the king cobra for (8 flat reduction), (0 rampage shugs off), 0 fire, (6 flat reduction), 0 temporal, (8 flat reduction), (0 rampage shugs off), 0 fire, (6 flat reduction), 0 temporal (0 total damage).
Emureta the king cobra hits Skele kill for 77 physical, (15 parried), 61 physical (138 total damage).
Melee retaliation hits Emureta the king cobra for (8 flat reduction), (0 rampage shugs off), 0 fire, (6 flat reduction), 0 temporal (0 total damage).
Emureta the king cobra hits Skele kill for 66 physical damage.
Emureta the king cobra shrugs off the effect 'Numbing Darkness'!
Skele kill hits Emureta the king cobra for (8 flat reduction), (37 rampage shugs off), 10 physical, (5 flat reduction), 0 blight, (8 flat reduction), 36 physical, (3 flat reduction), 0 fire, (5 flat reduction), 0 blight, (5 flat reduction), 0 fire (46 total damage).
Emureta the king cobra has shrugged off 39 damage and is ready for more.
Emureta the king cobra lashes out with a spinning backhand.
Melee retaliation hits Emureta the king cobra for (8 flat reduction), (0 rampage shugs off), 0 fire, (6 flat reduction), 0 temporal (0 total damage).
Emureta the king cobra hits Skele kill for (15 parried), 86 physical (86 total damage).
Melee retaliation hits Emureta the king cobra for (8 flat reduction), (0 rampage shugs off), 0 fire, (6 flat reduction), 0 temporal (0 total damage).
Emureta the king cobra hits Skele kill for 60 physical damage.
Skele kill the level 12 skeleton marauder was swiped to death by Emureta the king cobra on level 3 of Ruins of Kor'Pul.